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Kysafen

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Everything posted by Kysafen

  1. Suggestion for next release: no fucking enemies with Runeswords in the earlygame. This is equal parts frustrating, ridiculous and hilarious.
  2. Simple: nerf Holsety's speed boost and limit its uses by 20-30 and give Cyas his own personal flame weapon and an A-rank in Fire Magic; wouldn't be outlandish, given he's the true successor to Velthomer. Even then, they're both trivial if you kept all your units alive. We're talking 2-3 chapters maximum; one trivializes the endgame with insane combat potential, the other has staff rank that can undo/outdo enemy staff-fuckery and/or berserk some heavy hitter enemy units and break their formations. They both have their ways to be useful. Paragon mode turns it from "Thracia 776"-hard to "Path of Radiance NA Hard Mode" hard, if that. If we're talking beginning-of-player-phase reinforcements, then I think everyone could get on board with that. Healing staves missing should be nixed, but missing on Berserk/Sleep/Silence staves should be preserved. If you just removed "leaving your units behind", that'd break the level design and make it ripe for exploitation, allowing for cheapout strategies that can leave weaker units to get dragged into a corner and then suddenly get a pass because the player cleared the chapter. It makes it no different than a seize chapter, minus the boss standing on the clear space. And that shouldn't happen, period. Here's a way to preserve the "escape" conditions: give an "escape" radius on the exit point when you highlight it; units within the "escape radius" when Leif exits get to leave the chapter, and units outside are captured. Give a warning box showing any units that will be left behind when the player selects "escape" with Leif there. That way it incentivizes players to not leave their units halfway across the map, but it also removes the tedium of making each and every single unit escape. There's a particular dichotomy in Thracia 776: cavalry dominates outdoors, infantry dominates indoors. Remove the nerfs on cavaliers and all you're left with is Horse Emblem. There are multiple solutions to this problem: 1. Auto-dismount indoors and auto-lower the movement range based on how many outdoor movement points they've used, keep their weapon rank on foot, but lower all stats by 2 (1 if they're promoted), and give mounted users low CON bases in general to significantly limit their capture/doubling capacity for heavier weapons. 2. Remain mounted indoors, lower all stats by 3-4, and maintain cavalier weaknesses. They can capture because mounted, but their speed/strength/skill/def stats take a huge hit, and one hit from a Horseslayer=dead. As for the earlygame "no gold" problem, we've got 2 easy fixes: 1. Give Leif gold at the end of chapter 2x. "Sire, Lifis' pirates have a stash of gold here! 5000 gold, in all!". 2. Have thieves steal gold from enemies whenever they successfully defeat them. Have the amount vary by their level and increase by 5G for each level: Level 1: 55 gold per defeated enemy. Level 10: 100 gold per defeated enemy Level 20: 150 gold per defeated enemy. 2a. Use their skill stat as a % to double their gold earnings. 20 Skill = 20% chance to get 200 gold at level 10, and 300 gold at level 20. Of course, with the exception of the Arena, because you're making money by winning there anyway. Chapter 12x gets a special mention: either totally remove it, or auto-clear the chapter and auto-recruit Pahn/Trewd and get the chest contents if you talk to Pahn. Make Lara's promotion a "base" option if you used Salem/Lifis to talk to Pahn. Chapter 18: Give the Leonster knights non-aggressive AI (they don't move) and auto-recruit Xander if all the citizens/Leonster soldiers are alive when you clear the chapter. Have reinforcements come to kill the citizens once you enter the central area, to incentivize stationing your units to the prison area. Chapter 3: When you highlight the unit carrying the child unit, it also highlights the house they go to. Or just have a radius around the houses you can drop the child off in that has the child automatically run to the house they go to. Give Lara her own 1-2 range personal weapon (I vote for Chakram) and have her refresh all units adjacent to her whenever she dances or attacks. Also give her stat-boost dances a la FE7. Remove a minimum quantity for unit deployment. It was ancient in FE1, it was ancient in FE3, and it's ancient now. I fail to see a justification for it other than to prevent people from cheesing Chapter 19, which is already fixable by changing Leif's deployment space to the middle of the map. As for the stat-caps screwing over your armored units, simple: make Dalshin promote to/Xavier already a Great Knight. 6-7 movement, multiple weapon proficiencies, dismounts to General, add a "DEF + 5" skill to surpass stat cap limit, has incredibly low RES and weak to Armorslayers/Heavy Lances/Hammers. Either make Magic Bows a thing, or make Ronan's magic stat his strength stat as well, so he can be a mage killer like Niles. Add long-range statbooster staves, because Thracia 776 is Staff Emblem. Make Laufey from Super Thracia 776 the secret final boss Make Veld a dragon like they originally planned
  3. It's the thing about final bosses; as soon as you have your dedicated healer/attacker on it, it's pretty much heal/rescue/retreat. Maybe it's my playing FE7 like 8 or 9 times, but there's something about the final boss/chapters that fails to keep me on my toes as much as the earlygame. It probably has to do with the uniformity of the earlygame vs the ambiguous, variable nature of the endgame (did this unit get good level-ups, which units were you able to recruit on one route vs another, did your units survive, etc.).
  4. Consider the following: -The Fire Dragon has 8 movement -The “6 spaces” on the lower half of the sides of the map belong to bishops/sages/druids with long-range magic/staves. If the Fire Dragon was supposed to move, you’d be locked in a battle to keep it from going towards the bottom of the map. What undermines this, however, is the fact that you can keep it from moving by simply surrounding it, and the fact that of the units that can surround it, can survive at least one hit, making it easy to just spam heal staves and rescuing any healbots that can’t take the hit from the dragon. Unless, of course, your units weren’t meant to start right at the top of the map. What if the Fire Dragon was supposed to move, and your units actually started off at the bottom of the map? Was that the original intention, and that it was changed to make the final boss easier, or was the 8 movement a trap for first-time players to retreat into the enemy range of the magic users?
  5. So what is the BGM for map 1, by the way?
  6. It depends on what the objective is; it looks to be a seize chapter, but there's one big problem, mechanically: the throne is two tiles away from the forest space. Thicken the space behind the throne. Additionally, there's space to the left side of the throne room; not sure if it's a deliberate design decision, so as to bait out any mages/archers in the throne room and KO them early on, or if it was an unintended oversight. Other than that though, I'm digging it. It looks like a combination of Fort Rigwald (the midsection of the map with "ranged enemy" pockets) with the flow of The Ageless Palace/Dark Emperor from Shadow Dragon/Mystery of the Emblem, going in a spiraling, counter-clockwise direction. Nice touch on the chest, incentivizing the player to proceed quickly before any supposed thief reinforcement gets their grubby hands on it, giving a classic strategic FE conundrum: proceed quickly and risk using a unit to find out what's inside the chest, or proceed slowly and with a greater chance of not losing the asset of a unit. You could also invert convention and make it an escape chapter, starting your units off at the bottom-left, "starting positions"-looking area, and then be in a rush to escape through the northeast road, while being pursued by overwhelming units. Take the chest, as it could be a vital resource, or judge that it isn't worth the risk? Break the rightmost "ranged enemy pocket" wall and defeat the enemies inside, or can your units take the hits? Enemies lying in wait on the northwestern side, detecting player units and blocking the exit to the western hallway- or even armor knights in the middle of the hallway to act as a literal wall against the player. Meanwhile, infantry, and eventually, cavalry reinforcements coming from the stairs and maybe even an unbeatable boss from the throne coming to chase you down. Additionally, the room before the throne room feels a bit empty, but if the intent is to spawn enemy reinforcements as soon as they enter that area, then you're definitely on the right track. It presents multiple venues for level design and multiple objectives. It's pretty good.
  7. Totally new to mapmaking. Looking to see where I can improve the map, in terms of shading/perceived height. Looking for constructive criticism. Not sure which tile could represent horizontally-oriented locked doors on the north side. Also unsure about the use of pillars, or if I used a wrong tile in any random place I haven't noticed. Used FE Map Maker, and the FE7 castle tileset. Obvious the armory/shops' borderline pixels blend with the outdoor grass, but given the tileset had no "indoor" equivalent, I'm not seeing much of a fix other than to hand-edit the tileset. +200 Super Mega sTyle points to whomever can guess where this map's from. Ultimately I'm planning on making a fangame in FEXNA and when I'm enjoying my snowball fight in hell where multiple events happen on one single, enormous map, and the objective is consistently changing. You might be asked on Turn 2 to retreat to the lower-right hand stairs or face overwhelming enemies, and on turn 16 you might be asked to kill a boss locked behind the locked doors on the upper side of the map, who's defended by mages with long-range magic in the surrounding "rooms". The map will have entire factions deciding to either fight for you/against you, depending on the decisions you make, and will have multiple endings, most of which not written to be objectively good or bad.
  8. Fair? I strongly disagree. The season pass costs $5 more than the actual game, and over half the content it gives you is more ways to break the game in a game that doesn't need breaking (even on hard). The remaining content is 4 maps, the bundle of which costs $5 more than ALL 6 Heirs of Fate maps, and the Cipher DLC which, despite the production value of the voice acting/supports, don't even have their own levels. The individual levels exceed even Awakening's DLC levels by >$1.50 each. And the overclasses are just shameless. When would you even use them, other than the latter half of the game? $15 for classes that curbstomp every enemy in the late/endgame isn't what I call $15 well spent. I don't care how many hours were spent in designing and animating them. They're great. They're kickass and look fantastic. I don't care; not worth $15. The only possible way they could be truly useful is making the latter half of the Tower of Thabes less insanely difficult, which puts the validity of Thabes' design into serious question- as if the difficulty was deliberately skewed to incentivize players to get these classes. The whole damn video below shows basically all of their animations, to which the only reasons you would ever part with your money to get them is "okay, but how would PYTHON look as an Oliphantier", or "I wonder if Alm can solo the final chapter", questions which aren't exactly keeping me up at night. Or to put it another way: $5 less than Echoes' season pass gets me Birthright and Revelation, which gives me the other route's characters/classes/supports and over 35 maps. Fuck this game's DLC.
  9. Answer: Don't get any of them and by extension don't encourage IS from doing this fucking awful business practice of overpriced day-1 DLC that should've came with the game to begin with.
  10. Seriously digging the rewrites. Between Nohr being rewritten to be like Jugdral's Thracia, Garon being a harsh ruler that unified a chaotic region (a la Qin Shi Huang), and the backstabbery of Garon's children in Camilla's backstory you've woven a more mature and complex tale that makes Garon out to be less of a cartoonish villain of wasted potential and turned him into a tragic antivillain. I'm seriously digging this along with the work you've done on the YouTube uploads; keep this project going, I'll be following it!
  11. If you need help with adding style to the writing feel free to PM me! Taking on the challenge of writing different dialogue styles for different characters is something I've really wanted to do these past few years, and Thracia 776 could use the characterized dialogue for lack of support conversations. A suggestion is to release the patch on a chapter-by-chapter basis, for a multitude of reasons: -Unique "episodic" format of the project, instead of a "one and done" patch that encourages consistent releases -Being able to rely on fans for suggestions/bugs that occur on a chapter-by-chapter basis would allow feedback and bug fixes in bite-size chunks instead of one big, intimidating laundry list Also, I prefer the "weird" font; it adds style and looks less generic; Thracia 776's main conceit is being an unconventional Fire Emblem: its mechanics (escape chapters, fatigue, total fog-of-war, capturing), its plot (constantly losing battles against the empire instead of a winning streak). Making its font different enough would be conducive to this aesthetic, one I would support.
  12. inb4SacredStonesprepromoteversionwhereArturbreakseverything
  13. If you want the experience to be more streamlined, albeit with some questionable aesthetics, choose FE11. If you want better aesthetics and don't mind the engine being slower (slower=more time playing, mind you), choose FE3. Unless you don't mind using the fast-forward key on the emu.
  14. I wouldn't mind rewriting the dialogue, to give the script some spice and vitality. Message me/reply if you're interested, and I can send a sample.
  15. Keep in mind that the enemy statcaps at 20 in vanilla, too. Unless the enemies have stats past 30 as well, having player caps of 30 breaks the game easier than Shadow Dragon Normal by the endgame.
  16. *1 minute in* ...SO NO CHI NO SADAMEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE Okay, I guess I'll pick the guy on the leftmost... ...more JoJo songs, huh? The battle window design graphics look superb. ...that 71st track... ...that 72nd track...
  17. Golden Rule: Use the Paragon mode code. -Use Leif enough in the first chapters to get his sword level to a B rank so he can use the Fire Sword -Have Leif use the speed ring. -Have Lifis use the Angelic Robe/HP ring before chapter 4. -Use Lifis and raise his level as much as possible before chapter 4 starts, and make sure he keeps the Hezul scroll all the while. -KO the guards in Chapter 4 with Karin while she has multiple scrolls equipped -Save the children in chapter 4. I'm not kidding. -Empty Evayle's inventory before chapter 4. -If you capture Shiva in chapter 2x, don't release him. -The stat caps are 20 across the board (except HP, obviously); It's not a stats game anymore, and as a result, it's okay to promote a little earlier so that units can start building proficiency in another weapon, in some cases. -Don't talk to Pahn/Pirn unless it's Lara. -Give Leif/Lifis the Brave axe right before chapter 4 so Dalsin can use it in chapter 4.
  18. Thanks. :P Not sure if I should add commentary for my other 776 vids... Apparently binkers87 has expressed interest in merging the two patches together. Won't hold my breath until there are more developments, though.
  19. 1. Learn to make a clean user interface with fonts that are either the same, or have a similar aesthetic. 2. You can either make maps by writing about kingdoms and their terrain, and how they use it to their advantage and THEN make maps based off of those written concepts, OR you can use the "procedurally generate" feature on the map maker here, and then consider how you want your levels to go. 3. It's unlikely Nintendo is going to allow any SRPGs on the Google/iOS app stores that use their art assets; you'd be better off making your own assets. 4. Keep your first game simple- if this is your first game, keep it short, yet sweet before setting off on any larger projects. 5. Make yourself a working engine and focus on gameplay before you make an involved story. That said, the best of luck to you- Parthia aside, the iOS store is starved for FE-like games.
  20. Not sure whether to continue this or not, but why not? Edit: Did a no commentary version:
  21. Fair enough. Did anyone leak the dialogue giving context to Chapter 6's proto-Grima?
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